具体见
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http://www.matrixgames.com/forums/tm.asp?m=3185062
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. E) w7 m! q& V+ h已经共享到岛群QQ和本论坛置顶资源帖 m0 f( C$ J2 u7 Y
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大量更新,详见列表:
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6 ?+ K( ~- f% K! X8 x" e; AChange History:
: I5 x0 M4 p* U: Q, Y; A2 R: M9 UV1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17)5 A' x; e$ l q4 [
1. Seventh Update – This release is a comprehensive release updating all previous* c& x+ \. V, l* {4 u9 Z( M4 v
versions to v1.01.17 beta9 u8 g; X" V8 f$ H
2. Code Changes
. T* H Z, Y* k+ G% _1 cFixed
b# F* j9 S' i( I( w6 S. W1. Display of AF/Port icon between player saves based on player's intel
2 c: \0 w* v9 ^* ^6 v$ p2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when( |2 h$ A, X8 S* j+ \) j% c: V& ?
weapon list updated0 K3 H. |. d! ]' _
3. Reported cargo/troop safety values incorrect when no cargo/troop space* H8 R2 ^( U: ]$ a9 h- W4 U: W! _# ?
4. Allow smaller 'reserve' space for small groups on ships
$ E8 h/ r' D, G5. Preserve some more data when swapping fragment and parent to prevent lost of parent5 `, U2 `4 H& u: \" d4 S: r, n
6. Correct attacking plane count before final post-air combat
$ k9 y$ Z8 U8 W( u+ L5 H7. Pilot promotion may have occured in error sometimes$ T/ j: P: }$ v7 T
8. Raid detect message sometimes dropped of the combat report
' C" m9 p! s. u! j9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply( L6 v8 P7 W8 u: H6 ?! u0 V
generally2 F) g& w2 Z0 K8 S( T
10. Some pilot-leader connections were being corrupted3 I' p5 d( q$ k. V* l# a
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few. G, Y/ l5 F4 u
other move issues due to the incorrect indicator
/ T- G, e k* F/ k0 Y12. Wrong ship sometimes reported in Ops report for TF movement which causes some# T+ q6 m3 }0 Z
damage$ ^% _ ?' R$ F/ M# A, b
13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
& q o7 N B2 ]/ W14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the4 I; s# T i0 o. m$ S( P
date sort+ C! w9 k; r4 B( F& Y9 d7 C
15. ASW groups not allowed to attack sometimes3 D) h3 W; O% i7 b4 M* k+ ?0 A* B
16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing
4 y! O8 K9 U8 C* y8 aHQ/LCU to jump to reinforcement queue ^) ~/ F2 Q% Q3 q$ @" I& X
17. Bug in bomber intercept if too many rounds of fighter v fighter combat8 u/ s+ G4 s; V" B8 q# U2 B
18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
' A; T+ w! [& a! ^. g% j# ?5 R/ Fat start of AE but crept back in sometime during updates
5 l; }. P1 Z$ ~* q19. Removed the fragment/parent swap during a TF unload as it could often orphan the7 n& X: q3 R4 K( `' }
fragment.' _( b9 }5 T; \3 K8 `1 _: W
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade# G7 E7 g$ g+ Y% C; K! N
21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not @: W8 m' H3 l
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full! q: [$ Q. [4 r& J, `: @
set+ ?5 O$ K* {3 d9 {% K+ i2 M7 X, Q' p
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base, E0 K% d' y2 m9 D, Q! e; y$ @1 q
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
6 R/ L4 R- {% y( n% V24. Bug caused F/FB to sometimes bomb at low altitude4 K F8 q% Z* K) s' C+ j# I
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not7 G4 l3 {. q: v7 w) c3 S Q- S; L
occurring properly.
' a9 G( ^$ W/ h B4 u26. Bug in Industry 'failed' indication not showing properly sometimes1 M+ ^* [& f+ q& [# L9 ~% X6 @6 E
27. Location check at scenario load to include small map sceanrios- @+ C" ]% Z* G; p, U1 A" f/ N
28. Bug in air supply to fragments in a non-friendly base hex
$ u/ a& [- ^1 T. O# W1 v$ b5 k. ~29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
9 u8 Y) _1 _; Dbeing set to homebase before execution of the mission – ie was returning to base
0 y' N4 x, l N: P: i$ f! rimmediately
7 R% c% T, R/ r5 C' \, @30. Error in Strategic map display
8 J4 r8 j% \, R1 p+ t/ S31. Additional and stockpile options were not turned off when base was captured
0 k! z' Q4 `! M- g* {$ e32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on
l8 R. ]; c5 w/ F. h, ^- Q6 s$ i. Jmouse over) `- d+ Y x9 ^: c6 U/ k
33. Army experience being gained when not 100% prepared as per manual; changed to allow
7 d7 Q' {* E9 V }: i: fchance to gain experience if >75% prepare and < 50% national exp level0 X, ]7 E6 g9 T T/ j% v2 g' W% c
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
0 O2 o8 ~: h9 z( ?$ Q& z5 Talleviate the incorrect experience gaining happening while in reinforcement queue
" H6 `! Y- x2 p- M j3 f! {" f35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –, a" @- ?0 o8 Q! }" ?9 A
caused unit to jump “off-rail” and move overland
) {& g% J ~( z- k5 ~% e$ x) C3 [36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ6 l2 Q8 b9 c8 z/ I
37. Excessive accident messages on unload from TF reported
@4 f3 c4 J1 p) w% e! y) `38. Reworked editor sub-unit merging as some devices could drop off the unit list when+ a$ q% @4 A( i! F
merged causing smaller size unit than expected7 K2 ]0 e: s5 [9 O9 ^
39. Corrected possible TOE error in scenario data load for inactive units1 f4 c& V0 g r* `
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can1 s. S! i/ q! L* G2 }- j
however be allowed to do this.% y/ b* @5 G5 v
41. Possible CTD if sinking ship's load was a group( O, S+ C$ s2 m' o( e: H
42. Limit the number of devices built from resources per unit during LCU replacements; this7 T& t' U8 V! T$ {* W* H
was causing an over production for that turn+ z7 {" q) f. h4 n' `+ [$ S
43. Retain day/night setting when creating group fragments
: b, n* a, g8 m" y44. Adjusted supply and fuel values in base list not to overrun the space5 I0 i* f+ h% _ _) G7 ~" k
45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
- v9 A* v3 Q( F* C& e, \4 k5 ^added YMS to Sweep TF in line with manual and code4 Y; V! }8 u+ ~6 T4 u9 d% O
46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
) e; i! Z. l/ w+ @$ _rule relates to the abundance of manpower and is not covered by replacement pool. Normal# I/ q$ y5 q% O7 m2 S+ V( u) q
rebuilding of destroyed units is not affected by this.3 C4 l2 e8 ^3 j8 N- t
47. Carrier capable and trained text not showing together on Group screen+ x* j, }: J; z
48. Handle any blank re-name changes by ignoring them8 Z% [$ J! ~7 E6 ~/ m! l; l
49. Possible CTD when air fragments combine
4 E6 i) k5 Y3 r' A50. Unloading TF can freeze a LCU onto a ship under some conditions) E5 D( a4 ~6 n! }2 G5 T
51. AI not behaving if main HQs missing (affects small map mainly)
5 n! M8 v$ n+ I& j+ d+ w( ?* D52. AI using AGC for normal land units – removed from TF if not needed5 M9 W3 u$ l! p
53. Soviet activation message not in Ops report
+ X3 g# |, }/ l- Z54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range3 M7 n# g) K' V9 S4 [
55. Clear Soviet air balance if not activated. Possible incorrect base switching3 X( [! Y. Z& P; C; q( G2 q" h
56. Sub attack against docked TF not happening for port size <3
* w; C a5 e8 K; o) g57. Unit type changing unexpectantly& U. ~0 O8 B- m" w. N
58. Torpedo replacement on plane sometimes is missed& w$ @& p: N9 }' d* y
59. Double handling of overstacked supply requirements+ w1 N) q2 z2 R
60. Fixed alternate weapons for port attacks! v9 `, X1 N0 V7 v& T( i( L
61. Corrected weapon system damage to show after combat on ships in port rather than wait till* }1 ~& c/ g0 G" q+ w5 {5 o$ [' O2 P5 @
sometimer in the ship repair cycle." V$ t. A: C: b. x8 o- r
62. Ship tonnage over 32K could cause repairs to fail) K4 ^# g" [9 v- U: o
New2 o( {% ^$ M% l4 N4 p
1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the' j9 h# E$ G% D6 c# y6 I0 k- Y" `! h0 q
port
2 O" J) K) w+ a9 n! b2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.9 _# D+ A" U( o$ ~# D
Tenders not counted
) o* w+ x4 W5 o/ K# E+ J3. When showing mine device on ship, show '!' next to mine ammo if can reload at base- U& H. a" ~4 f& t* K7 E/ \3 Z, \9 |
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 F! ~* g( A! I4 Z' N) N( C0 C
to remove damaged ships from TF
) [8 B7 h! N& I8 |$ h; r# E# ?5. New filter for “non-building” devices in Industry pool screen
3 c @- Y- \. c4 G4 R4 s6. New filter for “non-building” aircraft in Air Replacement pool screen
0 @. _6 t# A- w9 M: D! V( r, [7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
y1 _5 N( v& kmines (^) detected
* t0 {& K* s, [. `8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the
* ^0 ^% @, d# D+ Z‘button6..’ image files, then these will be shown. If not, by default there are shown as3 |5 u* X( C8 } v/ I
standard parachute unit icons: h1 q" g0 ?' X( r% `
9. Air/port damage and building is shown in base mouse over' ]. X! Q! r- `7 k7 y" A
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
; z# Z6 ]- n% `: P4 ]2 } }5 G11. TF can be routed to stay within coastal hexes as much as possible
2 O6 z4 Z5 s' K( k0 X12. On Top Pilot screen show the 'ace' cut-off value if more than 1$ v& ?. X* J2 S F, r: d% O$ a# X
13. Added option on group and LCU reinforcement screen to turn off replacements7 n) i! X; }3 E0 |3 B- v" k
14. Current base can get supply returned to it when reserve planes returned which were
: S# S2 h7 q3 g/ F# J- H; w$ a; s7 Goriginally supplied from another base
* ?& q" Q* ` O5 K! |' C5 a3 }, Y15. Unit type filter on Troop Loading screen7 q5 l" h8 D" ?- ?# B: q9 ~
16. Report killed ground units if not in combat report
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1. AF of 8+ have AV support doubled for purposes of determing support for air operations, @0 f$ X' g; i) [) K! n
(complements fix 18 above): Z* @* F/ I. N$ N) @+ m$ K
2. Permanently increased pilot array to 70K: z" d- v/ q3 b- g6 s
3. Increased number of air combat rounds are a factor of total aircraft involved
" z$ ^* o0 x+ j: i% F$ d* ~6 u4. Allowed submap to submap movement if land connected for land units. Should have been+ e7 o- X& w1 b; ]
so as per Andrew Brown
5 M: n1 O; l8 j% W5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
G& v- X1 c% Q6 h+ E0 tdelay toggle instead
+ B, n3 X& \/ X; k8 \% y1 k. F6. Aircraft being grounded for maintenance factors in durability also. This will spread out the( D. G) z+ {* T1 \7 F
maintenace a bit more w* s, [- i* H+ s' J$ s" u0 t
7. Support device replacements won't decrease the overall experience of LCU units. This does: K9 D, k' K6 I
not alter the overall EXP change due when any replacements are received.
+ z# q) j+ S6 j6 A/ v8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction" o$ X$ @. ~& F" {* V/ z
between the two but could break current games.
i! r9 x3 T7 r0 H' J9. Some LCU Prep points may be retained if unit is experienced# y u; r4 t3 F* A7 e& y4 O: s
Notes1 V- h: O6 _0 D- T& u7 w/ M9 L
1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
' F; G4 m- d( Q( jshould not change player or HQ, even if not in play. These original HQs are used by the AI2 J, c" x9 l5 g% G
routines so changing or deleting them can put the AI off. Changing other elements should
' h2 \/ q9 y6 m* }( nbe okay.
% D. T$ Z- y1 ?) \2. Clarification to weapon filters for aircraft:0 u7 C( h4 ]' [2 r7 A+ Z# a5 s
PM_NAVAL_ATTACK 2 // used for naval attacks
" b: t1 M( }+ p' c: p7 aPM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
1 V) \' w/ h5 I$ u5 v! a3 DPM_LAND_ATTACK 8 // used for land (ground) attack
2 i6 A: [9 y( ePM_PORT_ATTACK 16 // used for port attack
9 p7 I0 ^! ^+ g$ OPM_AF_ATTACK 32 // used for AF attack' j# n( d" m5 i j$ j( w" P
Dropped any reference to secondary values for land and AF as they served no special use.
, p6 T2 \ y0 }1 mClarification changes
' R3 d1 `+ t+ j+ M2 y6 k1. Some clarification and changes in regard to use of the Soviet Motherland bases. These
$ q/ ?- }7 Y j$ F8 Qbases are those defined as having an original Soviet hex ownership of SOV_UNION (90),& H8 c" l* }" n: M1 c+ g$ i0 e
MONGOLIA(91) or TANNU_TUVA(92).
" S& ^3 V/ T: ^1 {5 ja. Allied non-Soviet groups can't transfer to Soviet Motherland bases* p1 s9 ]* c8 y: @4 n$ i5 a3 y4 v
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes
' U7 c2 X8 l. t" h6 P1 pc. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases
5 M. _% O, L: w8 G/ }" Q; ~after Soviets are activated, but can’t move! Z& |3 p9 a1 x$ m" o- J
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
+ ^9 R: U. _) O4 t; l" G& F, Xdisbanded in port.
3 T: |% I2 q7 M. R) j7 `- n/ |; ue. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently7 y( Y1 c3 G; v. K/ p9 s
f. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |